An arcade-style 3-on-3 street basketball game starring the Mushroom Kingdom's finest — built in the spirit of NBA Street, NBA Jam and Looney Tunes Basketball. Post up a Koopa, cross up a Boo, throw down a poster over Bowser, and light the rim on fire. Welcome to the playground.
Early prototype. Everything renders from placeholder "dev-art" models for now — gameplay first, glamour later. Built in Unity 6 (URP, the new Input System).
Two teams of three play full-court, winner-stays-hot street ball. Sink shots to score, crash the glass, pick pockets, and back the little guys down on the block. There's no out-of-bounds — the court is walled, so the ball (and the action) never stops. It's fast, it's physical, and it rewards reading the floor over chucking.
Object: outscore the other squad before the clock runs out.
Scoring: 3 from behind the arc · 2 inside it · 1 per free throw.
Controller-first, but fully playable on keyboard. Menus take the d-pad / left stick / arrow keys, A/Enter to confirm, B/Tab to back out, and the right stick scrolls long lists.
| Action | Gamepad | Keyboard |
|---|---|---|
| Move | Left stick | WASD |
| Turbo / sprint (hold) | LT | Left Shift |
| Pause | Start | Esc |
| Call timeout | D-pad Up | T |
| Substitute | D-pad Down | Y |
| Action | Gamepad | Keyboard |
|---|---|---|
| Shoot jumper (release at the marker) | X | Space |
| Dunk / layup inside (hold) | X | Space |
| Air-adjust a finish (hold) | LT | Left Shift |
| Pass — tap = loft, hold = bullet | A | E |
| Aim the pass | Right stick | IJKL |
| Pass to a teammate icon | Hold LB + A/B | Hold C + A/B |
| Fade on a jumper | Hold Move | Hold Move |
| Dribble move (break the defender down) | B | X |
| Dribble flick — step-back / crossover | Right-stick flick | — |
| Post up (hold) | RB | R |
| Back down in the post (hold) | RT | B |
| Post: pump fake / spin / turnaround jumper | Y / B / X | T / V / H |
| Post advanced (hold LT) | hook (LT + Y) / power drop step (LT + X) | Shift + T / Shift + H |
| Action | Gamepad | Keyboard |
|---|---|---|
| Move / cut to get open | Left stick | WASD |
| Sprint (hold) | LT | Left Shift |
| Jump for a rebound / alley-oop | Y | Left Ctrl |
| Action | Gamepad | Keyboard |
|---|---|---|
| Switch to the man nearest the ball | A / LB | Q |
| Steal | X | F |
| Jump / block / contest | Y | Left Ctrl |
| Push / foul (or bump a poster) | RT | B |
| Dive for a loose ball | B | X |
The full reference is always in the game under Settings ▸ Controls.
- Exhibition — Jump straight into a game. Draft five players per side on the Team Select screen (the first HOME pick is the player you control), then tip off. Randomize a squad or hand-pick your dream team.
- Create-a-Player — Build your own baller and add them to the Exhibition pool (see below).
- Journey (Story Mode) — Coming soon. Take a created player across the kingdom, beating teams to earn stat points and grow your legend.
- Settings — Tune master volume, quarter length, shot clock, timeouts, vibration and the on-court box score, and browse the full controls.
23 characters, each built around a real role — Guards run the show, Wings score at all three levels, and Bigs own the paint. Flip any card on the select screen to see the full stat sheet.
Guards
- Toad — Tiny, tireless and nearly impossible to strip; the best pure handle in the kingdom.
- Diddy Kong — Pure jet fuel; the fastest end-to-end menace on the floor.
- Boo — Barely moves or defends, but the spooky wide-open corner three never misses. (Wide-Open Sniper)
- Baby Mario — All the captain's craft (and a grown-up post game) in a knee-high package. (Acrobat)
- Monty Mole — A burrowing perimeter pest; there's no driving around, under or through him.
- Koopa — The shell-backed floor general; elite handle and vision. (Playmaker)
- Shyguy — A masked bucket-getter who scores at all three levels — but the tank empties fast.
- Delfan — A deliberate sharpshooter with real handle; give him a sliver and the three drops. (Called Shot)
Wings
- Mario — The all-around captain; scores from anywhere and never takes a possession off.
- Luigi — The dependable two-way wing with a sneaky knack for finishing inside.
- Peach — Royal range; buries threes from way downtown. (Deep-Three Specialist)
- Yoshi — An elite athlete who outruns everyone and defends everything — just don't ask him to shoot.
- Birdo — A sprinting flame-thrower of pull-up threes and transition daggers. (Hot Hand)
- Daisy — A pesky on-ball defender with the purest mid-range stroke in the kingdom. (Killer Instinct)
- Qui-gon — A blur in a mask; scales any defense for steals and rim attacks — allergic to jumpers.
Bigs
- Bowser — An immovable monster on the low block; back him in deep and nothing stops him.
- Donkey Kong — The kingdom's most violent finisher; every dunk is a poster.
- Waluigi — A lanky shot-swatter who feasts on the offensive glass. (Offensive Rebounder)
- Wario — The bully with a silk mid-range jumper and slick (smug) passing. (Smooth Passer)
- Piranha Plant — A planted catch-and-shoot tower; swing it fast and it bites from three. (Quick-Catch Shooter)
- Kritter — A scaly wall under the rim: blocks, boards and bad intentions.
- Laurentius — A board-vacuuming enforcer who defends the paint and the perimeter alike.
- Jonah Guy — A whale of a worker who never tires and bangs inside. (Energizer)
Every player is rated 1–10 across 14 stats. Everything you do on the floor is driven by them, and a stamina / energy model quietly scales it all as players tire (rest them on the bench or burn a timeout to recover).
Speed · Ball Handling · 3-Point · Mid Range · Inside Scoring ·
Post Offense · Dunk · Power · Rebounds · Blocks · Steals ·
Post Defense · Perimeter Defense · Stamina
⭐ Special Abilities (hidden traits)
A handful of characters carry a signature trait:
- Deep-Three Specialist (Peach) — gains range the further behind the arc she steps.
- Hot Hand (Birdo) — builds a rolling heat bonus as she keeps hitting.
- Wide-Open Sniper (Boo) — a bonus on uncontested threes that vanishes the instant a defender closes out.
- Offensive Rebounder (Waluigi) — crashes the offensive glass far above his size.
- Acrobat (Baby Mario) — shrugs off shot-mistiming and fadeaway penalties in the air.
- Smooth Passer (Wario) — passes like an elite handler, especially out of the post.
- Quick-Catch Shooter (Piranha Plant) — a deadeye on the catch-and-shoot.
- Killer Instinct (Daisy) — punishes a tired opponent with bonus scoring and defense.
- Playmaker (Koopa) — his dimes make the finisher's shot easier.
- Called Shot (Delfan) — a couple of guaranteed buckets a game.
- Energizer (Jonah Guy) — refuels a teammate's legs whenever he assists a basket.
Build your own baller from the main menu in one of two flavors:
- Journey Character — Spend a point budget across the 14 stats. Costs rise as a stat climbs (1–3 cost 1 each, 4–5 cost 2, 6–8 cost 3, 9 costs 4, 10 costs 5), so you can't max everything — pick your identity. Earn more points in Journey mode (coming soon).
- Standard Player — Unlimited stats, set freely 1–10. Exhibition-only, for testing builds and dream-team chaos.
Saved players show up alongside the roster on the Team Select screen.
- Post game — Hold to back your defender down (a Power-vs-Power battle). Your shots are the turnaround fadeaway (X) and the hook (LT + Y): each pops a release meter you time like a jumper — hold to rise, let go at the marker to bury it. Your moves never score on their own — they beat the defender and break you out of the post on a drive to the rim, where you finish it yourself (a dunk/layup) or kick it out: a spin (B) shakes the man, a power drop step (LT + X) bulldozes him aside. A pump fake (Y) gets him in the air first; A passes any time. Lose the back-down battle and you get shoved off or put on the floor.
- Above-the-rim finishes — Dunkers soar over the rim, grab iron and throw it down; everyone gets enough air to adjust a layup or dunk around a shot-blocker. Defenders can rise to the rim to swat it.
- Alley-oops — Sky for a lob near the rim and catch it in traffic.
- Dribble moves & flicks — Crossovers, behind-the-back, hesitations and right-stick step-backs to create separation (and break ankles).
- Defense — Contest and block shots, strip handlers (Steals vs Ball Handling), switch onto the ball (your controlled player wears a gold ring), push and bump, and dive for loose balls.
- Fouls — A push button knocks players around with no whistle until a team hits the penalty, then it's free throws.
- On Fire — Heat up and watch the rim get bigger.
- Match flow — Four quarters (4 minutes each by default), a 20-second shot clock, contested tip-off, timeouts (which refill energy), five-player rosters with substitutions, and walls instead of out-of-bounds.
This is a Unity 6 project that builds its whole playable court from code — no fragile scene/prefab assets to wire up.
- Open the folder in Unity 6 LTS (
6000.0.x) and let it resolve packages. - If prompted, enable the new Input System backend (or set Project Settings ▸ Player ▸ Active Input Handling to Both).
- New empty scene ▸ create an empty GameObject ▸ add the Game Bootstrap component ▸ press Play.
Full setup and project layout: docs/GETTING_STARTED.md.
Design vision and roadmap: docs/DESIGN.md.
Dropping in real character models: Assets/Art/Models/README.md.